It's been 8 years since the Source engine first graced us with its presence, back in the mist-riddled depths of time when physics first allowed barrels to roll down hills. According to some new hints uncovered by ValveTime, we might be near a substantial milestone in the history of the venerable engine. As reported by Eurogamer:

Numerous lines of code reference Source 2, as uncovered by Valvetime.net, suggesting the new engine is in development and primed for inclusion within Filmmaker at a later date.

Obviously, this is as far from an official confirmation as one could really get, but the evidence is compelling. You can look at the files for yourself by going to ".../SourceFilmmaker/game/sdktools/python/global/lib/site-packages/vproj/vproj.py", or you can read more about the possible Source successor at ValveTime or Eurogamer.

I expect something rather great actually. If we're lucky, new vegetation system.

http://www.nomoreroominhell.comI don’t know whether I was right or wrong, I guess I’ll never know… But I made it. And﻿ I guess I should be thankful for that. - StrelokHas anyone really been far even as decided to use even go want to do look more like?

Increased maximums on map objects (brush faces, overlays, displacements, etc.)Texture steaming so load times aren't so ridiculously longA Hammer that is less buggy across the boardBetter displacement toolsA working lighting preview that incorporates all light sources and calculates bounce

Increased maximums on map objects (brush faces, overlays, displacements, etc.)Texture steaming so load times aren't so ridiculously longA Hammer that is less buggy across the boardBetter displacement toolsA working lighting preview that incorporates all light sources and calculates bounce

Thing is, I'm sure Valve has already had this for a while, even without Source 2. Whatever version of the tools the greater public will get, however, will be half-functional as always, given Valve's precedent on these things. We'll still be cobbling things together from community-made workarounds for painfully simple things to fix.

I would however *LOVE* if they made compiling assets drag-and-drop. But I have other engines for that, that aren't expecting their communities to fix half of their code.

A bloody trigger window, like those in Starcraft or Warcraft 3, instead of having 24 entities spread around the map for doing one thing, and to get a clue of what the hell is going on, you're going to have to open each of them.